Replicated

[Drag Down] Stamina UI Interpolation 본문

언리얼 엔진/Drag Down (캡스톤 디자인)

[Drag Down] Stamina UI Interpolation

라구넹 2025. 4. 6. 19:55

이것도 UX 향상이다

너무 값이 딱딱 떨어지게 바뀌면 사용자가 보기에 불편하다

 

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "UI/DDGASUserWidget.h"
#include "GameplayEffectTypes.h"
#include "DDGASStaminaBarUserWidget.generated.h"

/**
 * 
 */
UCLASS()
class DRAGDOWN_API UDDGASStaminaBarUserWidget : public UDDGASUserWidget
{
	GENERATED_BODY()
	
public:
	UDDGASStaminaBarUserWidget();

	virtual void SetAbilitySystemComponent(AActor* InOwner) override;

	void UpdateStaminaBar(float StaminaToDisplay);
protected:
	virtual void OnStaminaChanged(const FOnAttributeChangeData& ChangeData);
	virtual void OnMaxStaminaChanged(const FOnAttributeChangeData& ChangeData);

	virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;

protected:
	UPROPERTY(meta = (BindWidget))
	TObjectPtr<class UProgressBar> PbStaminaBar;

	UPROPERTY(EditAnywhere, Category = "UI|Stamina")
	float InterpSpeed = 5.0f;

	float InterpolatedStamina = 0.0f;

	float CurrentStamina = 0.0f;

	float CurrentMaxStamina = 0.1f;

// Preidction
private:
	void PredictStaminaUI();

	float PredictionDeltaValue;
	float PredictionPeriod;

	FTimerHandle StaminaPredictionHandle;
};

// Fill out your copyright notice in the Description page of Project Settings.


#include "UI/DDGASStaminaBarUserWidget.h"
#include "AbilitySystemComponent.h"
#include "Attribute/DDAttributeSet.h"
#include "Components/ProgressBar.h"
#include "DragDown.h"

UDDGASStaminaBarUserWidget::UDDGASStaminaBarUserWidget()
{
	PredictionDeltaValue = 5.0f;
	PredictionPeriod = 0.5f;
}

void UDDGASStaminaBarUserWidget::SetAbilitySystemComponent(AActor* InOwner)
{
	Super::SetAbilitySystemComponent(InOwner);

	if (ASC)
	{
		ASC->GetGameplayAttributeValueChangeDelegate(UDDAttributeSet::GetStaminaAttribute()).AddUObject(this, &UDDGASStaminaBarUserWidget::OnStaminaChanged);
		ASC->GetGameplayAttributeValueChangeDelegate(UDDAttributeSet::GetMaxStaminaAttribute()).AddUObject(this, &UDDGASStaminaBarUserWidget::OnMaxStaminaChanged);
		//UE_LOG(LogCS, Log, TEXT("[NetMode : %d] SetAbilitySystemComponent"), GetWorld()->GetNetMode());
		const UDDAttributeSet* CurrentAttributeSet = ASC->GetSet<UDDAttributeSet>();

		if (CurrentAttributeSet)
		{
			CurrentStamina = CurrentAttributeSet->GetStamina();
			CurrentMaxStamina = CurrentAttributeSet->GetMaxStamina();

			if (CurrentMaxStamina > 0.0f)
			{
				UpdateStaminaBar(CurrentStamina);
			}
			else
			{
				UE_LOG(LogDD, Warning, TEXT("CurrentMaxEnergy is 0"));
			}
		}
		else
		{
			UE_LOG(LogDD, Warning, TEXT("CurrentAttributeSet is null!"));
		}
	}
	else
	{
		UE_LOG(LogDD, Warning, TEXT("ASC is null! Ensure that the Ability System Component is properly initialized before calling this function."));
	}

	if ( !Owner->HasAuthority() )
	{
		GetWorld()->GetTimerManager().SetTimer(StaminaPredictionHandle, this, &UDDGASStaminaBarUserWidget::PredictStaminaUI,
			PredictionPeriod, true, 0.0f);
	}	
}

void UDDGASStaminaBarUserWidget::UpdateStaminaBar(float StaminaToDisplay)
{
	if (PbStaminaBar)
	{
		PbStaminaBar->SetPercent(StaminaToDisplay / CurrentMaxStamina);
	}
}

void UDDGASStaminaBarUserWidget::OnStaminaChanged(const FOnAttributeChangeData& ChangeData)
{
	if (CurrentStamina > ChangeData.NewValue)
	{
		InterpolatedStamina = ChangeData.NewValue;
        UpdateStaminaBar(InterpolatedStamina);
	}
	CurrentStamina = ChangeData.NewValue;
}

void UDDGASStaminaBarUserWidget::OnMaxStaminaChanged(const FOnAttributeChangeData& ChangeData)
{
	CurrentMaxStamina = ChangeData.NewValue;
}

void UDDGASStaminaBarUserWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
{
	Super::NativeTick(MyGeometry, InDeltaTime);

	if (!FMath::IsNearlyEqual(InterpolatedStamina, CurrentStamina, 0.01f))
	{
		InterpolatedStamina = FMath::FInterpTo(InterpolatedStamina, CurrentStamina, InDeltaTime, InterpSpeed);
		UpdateStaminaBar(InterpolatedStamina);
	}
}

void UDDGASStaminaBarUserWidget::PredictStaminaUI()
{
	CurrentStamina += PredictionDeltaValue;
}

Tick에서 FInterpTo를 사용해서 보간 처리하고 해당 값으로 업데이트한다

Tick에서 처리하는 걸 좋아하진 않는데, Tick에서 처리하는게 제일 부드럽다

이거 하나로 성능에 무리가 가진 않을 거라 그냥 Tick에서 처리한다.

 

void UDDGASStaminaBarUserWidget::OnStaminaChanged(const FOnAttributeChangeData& ChangeData)
{
	if (CurrentStamina > ChangeData.NewValue)
	{
		InterpolatedStamina = ChangeData.NewValue;
        UpdateStaminaBar(InterpolatedStamina);
	}
	CurrentStamina = ChangeData.NewValue;
}

근데 깎이는 건 바로 줄어드는게 보기가 좋은 것 같아 깎이는 건 바로 깎이도록 처리한다.